If this face-up card is targeted for an attack: You take no Battle Damage for the rest of this turn. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Cyber Larva" from your Deck.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Oct. 14, 2011
Closing the week we look at Cyber Larva, a Level 1,
Light attributed, Machine Monster, with 400 attack
and 600 defense. This can be a fairly annoying
Monster, although it fits the category of "I'm not
going to attack it so you get the effect, I'll just
waste something else and destroy it." When face-up
and targeted for an attack, you take no Battle
Damage for the turn, and when destroyed by Battle,
it can replace itself, via the Deck. Not much else
to say, it could be a fun piece of Tech I suppose.
It's Friday here on Pojo's COTD and I like this
card. Cyber Larva is a LVL 1, Light/Machine type
with 400 ATK and 600 DEF. But its effect will not
have you caring about its stats. When Cyber Larva is
targeted for an attack, you no battle damage for the
rest of the turn and if Cyber Larva is destroyed by
battle, you can special summon another one from your
deck. Simply put this card can save you from an OTK
or any swarm in general. Summoning Cyber Larva puts
your opponent in a unique situation. Should they
waste a form of removal *Smashing Ground, Fissure*
to get to your life points, or ram into your Larva
and hope you don't have Honest in your hand.
Remember, that Cyber Larva's effect is optional due
to that magical word "Can" that in it's text. So you
can save your other Larvas just in case. Two great
ways to bring out Larva is either with One for one
or Shining Angel. Cyber Larva can be put in a few
decks, including Machines, Cyber Dragons, Light
variant, and Stall. A great card that should be in
3s and that means 3 huge pains for your opponents.
Advanced: 5 That's right, I gave it a 5.
Art: Evil metal bug Fun Fact: The elephant is the
only mammal that can't jump.
Last card of the week
is a little monster, also from Legendary Collection
2, Cyber Larva!
Cyber Larva is a tiny Level 1 monster that prevents
its controller from taking Battle Damage during the
turn it is targeted for an attack, and when it is
destroyed by battle, it'll summon another copy of
itself from the Deck.
This would have been an okay card if it hadn't been
for one glaring fault. Cyber Larva does not stop
your opponent from attacking any Cyber Larvas
subsequently summoned by its effect. So if your
opponent has at least three monsters and you control
a Cyber Larva, your opponent can attack and destroy
each and every Larva you summon that turn. Sure you
won't take any damage, but two of your Larvas would
have been wasted.
In addition, this card shares the same weakness that
its brother Cyber Valley has: monster removal. Both
of Larva's effects depend on it battling, plus one
of the effects requires it to be face-up! All your
opponent needs to do is destroy it with an effect
and you lose out.
And is your opponent really going to attack Cyber
Traditional: 2/5 - Is a LIGHT monster and can get
other LIGHT monsters in the Graveyard for lots of
Chaos shenanigans. I'd still use other cards though.
Advanced: 2/5 - It does eat up attacks and protect
your Life Points which is good. But I still don't
think it is worth using. But hey, it's summonable by
One for One and is a target for Shining Angel that
can protect you even whilst being in Attack
Art: 1/5 - The perspective on the head is wrong,
therefore I hate it on principle.
It’s the birth of a machine with potential, Cyber
Cyber Larva is another new card brought over in
Legendary Collection 2. It’s a level 1 monster that
stops all battle damage the turn that it’s targeted
for an attack. And when it’s destroyed by battle,
you can summon another one from your deck. Unlike
Larva’s older siblings, this card is too young to
have its name be treated as Cyber Dragon. What Cyber
Larva can be used for is deck thinning and walling.
Being level 1 also makes Larva a candidate for
Mystic Piper decks.
Not much else to say about this card. It’s not the
type of card that you build a deck around, but it is
well balanced. It’s not a dead draw and might be
good to run 1 or 2 if chainable traps aren’t working
Advanced: 3/5 (a balanced card that doesn’t require
Art: 3.5/5 (it’s like a pokemon, one day it’ll
become a menace)
Hello everyone! Today we have Cyber Larva, one of
the promo cards in Legendary Collection 2. When I
first glanced at this card I thought this looked
like a baby Cyber Dragon, but it is an extremely
watered down version of Reborn Tengu. This card is
self replacing, meaning that when it’s destroyed by
battle you can search out another copy of it. The
good thing about this is that if it is face up you
do not take any battle damage for the rest of the
turn! That works great if you’re facing a monster
Pros: Self replacing monster with a pseudo-Waboku
effect. Target for Honest AND Limiter Removal
Cons: In order to get the Psuedo-Waboku effect, it
MUST be face up at the declaration of the attack.
Traditional: 1/5 (everything gets either blown up or
Advanced: 3/5 (everyone loves Light/Dark self
Join me in welcoming a new card to Yu-Gi-Oh,
Cyber Larva. Like its cousin, Cyber Valley, Cyber
Larva is designed to stall. If I did not know any
better, I would say that Konami is trying to make
stall decks viable again. In the Legendary
Collection #2 set alone, we have this card, Cyber
Valley, The Flute of Summoning Kuriboh and Winged
Kuriboh, and Necro Gardna which is now at 2 per
deck. Konami also increased Swards of Revealing
Light to 2 and Gravity Bind to 3. Pair Larva with
The Dark Door and you have 3 more Swards. Combine
the multitude of stall cards (Spirit Reaper is now
at 3) with the numerous draw cards (and Momentary
Truce in the near future), and maybe even Exodia
will become a viable deck type. Wouldn’t that be
something? Maybe that is why Konami put Mind Crush
at 2 to offset Exodia.
What else does Cyber Larva do for us? One, it thins
the deck. So, while we are stalling we are thinning
the deck to get to those power cards and our win
condition. Two, it is a light to help summon BLS and
Chaos Sorcerer. Three, it is a machine so you can
use it in Machine and Cyber Decks, with Cyber
Eltanin, and with Chimeratech Overdragon. Hmm,
imagine that, Overload Fusion is at 3 now along with
Cyber Dragon. Most of these cards are in the
Legendary Collection #2 set along with other Cyber
monsters, Future Fusion, and Power Bond. Pretty
You could use Cyber Larva with Machine Duplication,
but I am not sure why you would. You could use it
with Glow-Up Bulb or Effect Veiler to make Formula
Synchron for draw power. There are tons of uses for
this card, but outside of a machine type or stall
type decks, I see it going the way of Cyber Valley
and not seeing much play.
Chibi Cyber Dragon Say What?
Yesterday's GB meet today's CD, Cyber Dragon...well
Cyber Larva...don't push me on technicalities! This
oh so adorable creature is just the perfect little
card for the Cyber Dragon theme. Allowing Larva to
die in the heat of battle is guaranteeing more field
fodder for cards like Chimeratech Fortress Dragon,
only to have another Larva available to fuse off the
battle field to create bigger fusions like
Chimeratech Overdragon! The whole life point safety
net with taking no battle damage will only see
results if you surprise Larva on your opponent or
force him to attack your little machine/worm/bee
tip...oh forget it. But I'm just stating the obvious
above so let me make this review short and sweet:
Larva is possibly not the best card to include in
your Cyber Dragon dedicated deck but is not the
worst...that title belongs to Cyber Barrier Dragon!
Traditional: 3/5 (While it might get destroyed by
effects more often there are more ways to special
Advanced: 3/5 (Only in Cyber Dragon Deck)
Art: Just looking at it makes me want to get a
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